Scenario
Adjusting the logging level in Unreal is a two-part process. This is because more verbose Vivox SDK logs are printed at a more verbose Unreal log level: if you tell Vivox to print more verbose logs, but Unreal is set to filter them out, they still won't show up.
Instructions on how to adjust both log levels are available in the sections below. They must be adjusted so that the "Unreal plugin level" is at the same verbosity level or higher compared to the "Vivox SDK level" in the table in order to get the correct log output.
Resolution
Refer to the following table to match your logging levels between Unreal and Vivox:
Log Level Combinations
Unreal Plugin Level | Vivox SDK Level |
Error | log_error |
Warning | log_warning |
Log | log_info |
Verbose | log_debug |
VeryVerbose | log_trace |
All | log_all |
Raise the logging level of the Unreal Plugin
- Add the line
VivoxCore=<value from the table>
, using the Unreal level you need as the value, under the heading[Core.Log]
at the top of the config file 'DefaultEngine.ini'.
Example:
Raise the logging level of Vivox Core logs emitted by the Vivox SDK
- Set the Vivox SDK value with
VivoxConfig::SetLogLevel()
wherever Vivox is initialized in your game code.
Example:
VivoxConfig config;
config.SetLogLevel(vx_log_level::log_debug);
MyClient->Initialize(config);